<UL>
<LI>06/05/12
<UL><LI>Toggle MENUGAG - Allows you to see OOC while in menus
<LI>Ore/Smelted Metals - Order in list changed so both are able to be accessed in menus
<LI>SAYTO - Now displays properly to person talking
<LI>AI Ships - Now flee after destroying a player or moving too far from home
<LI>Neck wear location - Removed second neck wear location
<LI>AI Merchant Crash - Fixed distance checking
<LI>Telescopes - No longer display docked craft
</UL>
<LI>07/05/12
<UL><LI>TRADE Command - Can now be used at the Trading post, Arsenal and Chandler
<LI>Hire Menu - Can now search directly from main menu using "s <number>". 's' by itself will still take you to job menu however.
<LI>Tavern Boards - Shipping contracts separated into Local contracts and Offworld contracts
<LI>Firing Crew - Now properly reduces number of crew on board allowing you to replace them
<LI>Various Messages - Now properly displays name instead of title
</UL>
<LI>08/05/12
<UL><LI>SHOUT Command - Fixed crash bug.
<LI>Payrate and Workday - Now set to 100% and 8 hours in DB by default
<LI>LEVEL up menu - Can now assign multiple points at once using syntax '<Skill> <number>'
</UL>
<LI>10/05/12
<UL><LI>Armoury Fix - Crew should no longer try and wield things that aren't weapons. Like helmets.
<LI>TUTORIAL toggle - Toggles context dependent messages that explain syntax and extra commands when applicable. Will be enabled on newly created characters by default. All relative commands should be updated over the next few days.
<LI>NEWBIE - Newbie stage ends at Level 5, removing both your newbie and initial tutorial flag.
<LI>Fuel Usage - Fixed bug causing negative fuel values
<LI>ENTER Command - Now shows messages when boarding/disembarking a ship in port
<LI>Economy Tweaks - AI Merchants will now take far more goods than needed for a trade to satisfy long term demand if available.
</UL>
<LI>12/05/12
<UL>
<LI>Navigator - No longer makes announcements while docked.
<LI>Industry Capacity - Now regenerated on boot, should fix some misc industry bugs.
<LI>Upgrading Components - Fixed bug causing non-manual items to appear as available upgrades.
</UL>
<LI>13/05/12
<UL>
<LI>Trading Post - Having close to the needed amount of gold no longer has the chance to put you in to negative gold.
</UL>
<LI>15/05/12
<UL>
<LI>Battlestations - Now cancelled upon docking.
</UL>
<LI>16/05/12
<UL>
<LI>Unemployment - Stopped colonies going into negative unemployment and messing up industries.
</UL>
<LI>19/05/12
<UL>
<LI>Industry Transfers - If more goods than available is specified it now just uses the total quantity of goods rather than throwing an error.
<LI>Prompt Options - New Prompt options

</UL>
<LI>20/05/12
<UL>
<LI>Bridge Prompt - Players now have a separate prompt available on the bridge set using the regular prompt command while on the bridge
<LI>EI Drives - Now display more messages
<LI>Prompt Options - New Prompt options

<UL><LI>07/05/12
<UL><LI>Industry Fix - Industries will now take goods from more than one source industry on a planet.
<LI>Industry Purchasing - Tweaked conditions for stockpiling raw materials in industry which should lead to smoother production.
<LI>Roster Menu - Added [R]efresh option
</UL>
<LI>09/06/12
<UL><LI>Industry Notes - Can now set an optional displayable note that is viewable in menu's that display industries.
<LI>Transfer Goods to Industry Bug - Fixed a bug that would occasionally cause a crash while transferring goods to industry from your cargo hold.
</UL>
<LI>10/06/12
<UL><LI>New Industry Type (Warehouse) - Warehouse's can be used to store excess goods that can be sent to industries as needed. Industries that produce consumer goods will ship stock to warehouse if distribute flag is set and their own warehouse is full.
<LI>Battlestations Fix - Fixed a bug that caused squad members to be ordered to battlestations making them stuck forever manning cannons.
<LI>Mining Rig Fix - Selling a mining rig will now cause any assigned crew members to be sent to their quarters.
<LI>Perk Fix - Perks are now properly removed from database upon character deletion.
</UL>
<LI>11/06/12
<UL><LI>Telescope Range - Now has a 5x multiplier to base range for displaying colonies and other large space objects.
<LI>Scan Changes - Scan will now display planets up to 5 units away and stars up to 100 units away. Can be disabled with TOGGLE options LONGPLANET and LONGSTAR. They will still show up when with in 1 unit however.
<LI>Industry Distribution - Stopped Industry becoming overloaded with supplies when taking goods from an owned industry.
<LI>Ordering Officers - First Mate can now be ordered to have crew members repair specific components with the sayto command.
</UL>
<LI>12/06/12
<UL><LI>Who List - Now displays all connected players regardless of connection state.
</UL>
<LI>16/06/12
<UL><LI>Bank Loans - Etiquette and Caste now affect the amount you can borrow.
<LI>Barter Screen - Added a [R]efresh option
</UL>
<LI>18/06/12
<UL><LI>Prompt Options - Added @p/@P for current/max engine power.
<LI>Ship Combat Commands - Can no longer be used while docked
<LI>Battlestations - Cannot dock while at battlestations preventing players from forgetting their crew is manning the cannons and sending them into low morale
</UL>
<LI>19/06/12
<UL><LI>Star Maps - Can now be purchased at Merchant Guild locations.
<LI>Navigator - Now can be told to use a star map to get you the location of any stationary colony/object in space.
<LI>New Characters - Now start with a star map of their starting system.
<LI>Deletion Fix - Bank Loans now deleted when character deletes.
</UL>
<LI>21/06/12
<UL><LI>New Upgrade Type - Propulsion added to the upgrade menu.
<LI>Prompt Display - Weight and Engine Power changed to kg/kn.
<LI>Levelling Up - Can no longer add points to blank skill 22.
<LI>Restrings - Fixed so clothes can once again be restringed
<LI>Signalling - Now visible at up to 5x base vision
<LI>Industry Upgrades - Temporary Upgrades now available
</UL>
<LI>23/06/12
<UL><LI>Level Menu - Now forces a level up if you have sufficient XP without requires you to gain more.
</UL>
<LI>24/06/12
<UL><LI>Industry Management - Industry can now be knocked down for a price, reclaiming the land for further use.
</UL>

<UL><LI>25/06/12
<UL><LI>Optimisation - Misc fixes to various loops in code to speed up processing.
</UL>
<LI>27/06/12
<UL><LI>Optimisation - Ship saving threaded to greatly reduce lag (8-10 seconds) while saving ships
</UL>
<LI>09/07/12
<UL><LI>Flywheels - Can be used to store engine power for later use in boosting power output.
<LI>FLYWHEEL command - Used to charge the flywheel and display information about it.
<LI>THROTTLE command - Can now be set up to 400% to discharge flywheel power
<LI>PROMPT options -

Code:

@e - Flywheel Current RPM
@E - Flywheel Maximum RPM

</UL>
<LI>12/07/12
<UL><LI>First Mate Chatter - First mate now announces when repairs have been complete or the crew have used up all available spare parts.
<LI>Crew Pay - Increased Slightly
</UL>
<LI>13/07/12
<UL><LI>Repairing Components - Fixed a bug causing used part weight to not be subtracted from a ship's carried weight.
</UL>
<LI>14/07/12
<UL><LI>WORTH Command - Shows you an approximation of your net worth.
</UL>
<LI>15/07/12
<UL><LI>Engine Wear - Stopped engine from going below 0 structure.
<LI>Flywheels and Induction - Induction can no longer be used while the flywheel is charging or discharging.
<LI>SIGNAL command - Now shows bearing the message came from.
<LI>SIGNAL command - Can no longer see signals while docked
</UL>
<LI>18/07/12
<UL><LI>Industry Accidents - Changed method of calculating injuries and deaths so they will occur in cases other than shootings and incinerations.
<LI>Industry Accidents - Fixed bug that caused machinery accidents to be reported as a tree fall and vice versa.
<LI>Industry Accidents - Fixed a bug that caused (NULL) accidents to occurs.
<LI>Flywheels - Fixed a bug causing power in to be far less than potential power out.
<LI>Smelter Purchasing - Now take Coal from both mines and warehouses.
</UL>
<LI>19/07/12
<UL><LI>Flywheels - Now have adjustable friction coefficients for different materials.
<LI>Manual of Strengthening - Fixed a bug that caused wear to sometimes increase a components condition
<LI>Industry Upgrades - Temporary upgrades can now be repurchased in their final hour. This will waste the remaining hour however.
</UL>
<LI>21/07/12
<UL><LI>Ship Names - Allow quotation marks in ship names
<LI>Flywheel Charger - You can use the clockwork charger situated at the harbours to fully charge your flywheel while docked.
<LI>TELESCOPE Command - Can now look at ships in the target menu using the command TELESCOPE TARGET <number>
</UL>
<LI>23/07/12
<UL><LI>New Prompt Option - @T for Flywheel throttle
<LI>Flywheels - Now display messages upon different conditions.
</UL>
<LI>25/07/12
<UL><LI>Lyons-de-Frontiere - Fixed the cable car I accidentally broke.
</UL>
<LI>28/07/12
<UL><LI>New Industry Type - Trading Office for managing gold between industries.

<UL><LI>01/08/12
<UL><LI>Fuel Usage - Fixed a bug that caused efficiency manuals to make fuel stocks increase instead of lowering use
</UL>
<LI>04/08/12
<UL><LI>Player Combat - Prevented players from attacking shop keepers or their own crew members.
</UL>
<LI>25/08/12 (Wow, Long Gap)
<UL><LI>MYSQL Error - Now removes industry upgrades from table when knocking an industry down.
<LI>MYSQL Error - In some cases crew data was not saving when the crew member's name contained an apostrophe, this has been fixed.
<LI>Game Reserve Accidents - Stopped Animal Attack accidents from killing and/or injuring the entire staff. This was solved by removing lions from game reserve animal lists.
</UL>
<LI>14/10/12 (Wow, Longer Gap)
<UL><LI>Ship Idles - A ship without a Captain will only continue through space for 10 minutes before freezing.
</UL>
<LI>26/01/13 (I'm Lazy)
<UL><LI>Idle Deletion - Now takes place after ships are loaded so they will now be cleared properly.
<LI>TORPEDO Command - Launches Torpedo's from an installed Torpedo launcher that will cause damage to ships who pass close by.
<LI>Exploration XP - Players now receive XP the first time they visit a location in space. Less useful the location is the more XP it's worth.
<LI>Distance Display - Has now been refined to display Metres and Kilometres rather than a raw decimal.
</UL>
<LI>01/03/13
<UL><LI>Shop Contents - Goods that haven't sold will repopulate with new goods after a set period of time.
<LI>Specializations - Can now earn SXP using skills related to specialization and use points to level up skills.
<LI>Load Room - Loadroom is now set to ship's bridge as soon as it is purchased rather than next time you quit on the bridge.
</UL>
<LI>24/03/13
<UL><LI>Battlestations - Leave crew manning Torpedo Launcher when battle stations are called.
<LI>Log on Screen - New log on screen.
</UL>

<LI>25/03/13
<UL><LI>Economy Processing - Forked in to separate program as calculations were getting too complex to be run in the mud environment. Further updates will be prefixed with ECOSERV to differentiate to updates between programs.
<LI> Social Castes - Divided up population in Worker, Bourgeois and Aristocratic classes. Each with different needs.
<LI>(ECOSERV) Demand - Demand curves now adaptable.
<LI>(ECOSERV) Consumption - Rewrote for new social castes.
<LI>Trade Good Pricing - Changed to match new EcoServ parameters.
</UL>
<LI>29/03/13
<UL><LI>AI Merchants - Ships are now created and will move through space making automatic trading vulnerable to player and AI piracy.
</UL>
<LI>30/03/13
<UL><LI>AI Merchants - AI Merchant ships now generate with names and flags.
</UL>
<LI>07/04/13
<UL><LI>Weather - Weather now differs from colony to colony and can be checked via the GAZETTE command.
<LI>(ECOSERV) Climate Management - Now manages changes in weather on colonies.
<LI>GAZETTE Command - Fixed display of Demand/Production table, added social caste display and now displays colony allegiance.
<LI>Industry Production - Crop growth efficiency is now affected by the current weather of the colony.

<LI>28/08/13
<UL><LI>Docking - Now save docking and ship position upon docking to prevent ships being lost in space due to crash.
<LI>Armour - Fixed a bug that was causing some ships to take infinite armour damage without penalty.
</UL>
<LI>07/09/13
<UL><LI>Industrial Accidents - Reduced cost of accidents by a factor of 10. Will be able to actually run a smelter now.
</UL>
<LI>08/09/13
<UL><LI>Induction Drive - No longer activates without coke.
<LI>Scan Command - Now correctly shows names of officers on board ships.
<LI>Selling Trade Goods - Fixed a bug that was causing items being sold to be sold at a far lower price than what was listed.
</UL>
<LI>04/11/13
<UL><LI>Economy - Global Supply/Demand now affects pricing.
<LI>Economy - Changed price calculation method for smoother price curves.
<LI>Random Events - Random events now happen on colonies. See wiki for info on events.
</UL>
<LI>19/11/13
<UL><LI>Industry Accidents - No longer generates messages for AI owned industry.
<LI>Governors - Generates Governors that supply long term modifiers to their colony.

<LI>24/04/14
<UL><LI>RELEASE command - Releases a harpoon attached to another ship.
<LI>Harpoons - Harpooning another ship now stops both ships from moving until either a boarding is complete or the RELEASE command is used.
<LI>AI Captains - Now spawn on the bridge of AI controlled ships, sometimes with squad members.
<LI>Ship Boarding - Can now board AI ships as well as player ships. Beating Captain allows theft of goods.
</UL>
<LI>04/05/14
<UL><LI>Ship Structure - Now based off of ship size rather than a straight 100 across the board. Larger ships now harder to destroy.
<LI>AI Ship Destruction - Now behaves like player ship destruction allowing boarding after reducing structure to 0.
<LI>Combat Messages - Now displays a message when the armour of an opposing ship has been depleted.
</UL>

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